Commit Graph

63988 Commits

Author SHA1 Message Date
SkyratBot
1fe9efd00a [MIRROR] Rebuilds Luxury Shuttle (mostly), makes it emag-only [MDB IGNORE] (#19229)
* Rebuilds Luxury Shuttle (mostly), makes it emag-only (#72940)

## About The Pull Request
![2023 02 07-06 49
54](https://user-images.githubusercontent.com/70376633/217159751-790e6ded-8525-4d13-a5b5-6a3d8076a00e.png)
Changes the really goofy old lux shuttle to a cooler layout with some
additions to make it a luxury and not just
"anti-poor-people protection + food"

Shuttle was made bigger to make it less cramped for the luxury class,
pool was moved to its own room, added an arcade
and a bar corner, has real lasers to shoot poors with (20c each shot),
has fire extinguishers now
Adds a new preopen variant of hardened shutters
Adds a paywall pin subtype for the luxury shuttle, and a laser gun
subtype

Made emag-only at a price of 10000 credits
## Why It's Good For The Game

The old luxury shuttle looked REALLY awful with its pool, was pretty
cramped even in the luxury section and BARELY resembled a luxury..
This luxury shuttle provides luxuries such as a less poorly designed
pool, more space for legs, arcade, to make it resemble a luxury unlike
the old one

## Changelog
🆑
add: Luxury Shuttle is now bigger, and less ugly! Poor people still get
it rough though...
/🆑

* Rebuilds Luxury Shuttle (mostly), makes it emag-only

---------

Co-authored-by: jimmyl <70376633+mc-oofert@users.noreply.github.com>
2023-02-08 10:24:00 -05:00
SkyratBot
c9ee524c87 [MIRROR] Changes spear custom_materials values to be more appropriate [MDB IGNORE] (#19108)
* Changes spear custom_materials values to be more appropriate

* Update spear.dm

---------

Co-authored-by: SeigaSeiga <seigashearwood@gmail.com>
Co-authored-by: Tom <8881105+tf-4@users.noreply.github.com>
2023-02-08 02:59:25 +00:00
Tastyfish
9230082c4f [NON-MODULAR] Fix vox with normal legs shoes, fix edge case birb/snout clothing rendering (#18914)
* Fix vox with normal legs shoes, fix edge case birb/snout clothing rendering

* Code owners

* Restores screenshots from before regression
2023-02-08 02:42:54 +00:00
SkyratBot
b6e60a6b78 [MIRROR] Fixes bluespace golems teleporting without cooldown [MDB IGNORE] (#19117)
* Fixes bluespace golems teleporting without cooldown (#73130)

## About The Pull Request

Bluespace golems now have cooldown on their unstable teleport ability.
It will start when they do the teleport itself rather then just clicking
the action, so spamming the action button to get teleported many times
into random points of the station is still here(it is funny and it will
be cool to keep it as a feature).

## Why It's Good For The Game

Bugfix

## Changelog
🆑
fix: Bluespace golems no longer can teleport without cooldown
/🆑

* Fixes bluespace golems teleporting without cooldown

---------

Co-authored-by: SuperSlayer <91609255+SuperSlayer0@users.noreply.github.com>
2023-02-08 02:41:21 +00:00
lessthanthree
8ec5000be0 [MANUAL MIRROR] fixes throw click cooldown not applying (#19214)
* fixes throw click cooldown not applying (#70995)

throw_item never returns anything so it just broke the whole thing. this fixes that

* Update code/modules/mob/living/carbon/carbon.dm

* Update code/modules/mob/living/carbon/carbon.dm

---------

Co-authored-by: Fikou <23585223+Fikou@users.noreply.github.com>
Co-authored-by: Tom <8881105+tf-4@users.noreply.github.com>
2023-02-08 02:38:02 +00:00
Pinta
75692d71e6 [MODULAR] Replacces the NIFSoft Vendor with a PDA app (#18955)
* start

* It's now a PDA app

* Update nifsoft_catalog.dm

* nice

* 🦀

* NIF GHOST BOX NIF GHOST BOX

* price updates

* whoops

* Update modular_skyrat/modules/modular_implants/code/nifs.dm

Co-authored-by: Zonespace <41448081+Zonespace27@users.noreply.github.com>

* Update modular_skyrat/modules/modular_implants/code/nifs.dm

Co-authored-by: Zonespace <41448081+Zonespace27@users.noreply.github.com>

* Update nifsoft_catalog.dm

* a

* Update wardrobes.dm

* Update wardrobes.dm

* Update nifsoft_catalog.dm

* Update NtosNifsoftCatalog.js

* Update modular_skyrat/modules/modular_implants/code/nifsoft_catalog.dm

Co-authored-by: GoldenAlpharex <58045821+GoldenAlpharex@users.noreply.github.com>

* Update wardrobes.dm

* Update nifsoft_catalog.dm

* Update wardrobes.dm

---------

Co-authored-by: Zonespace <41448081+Zonespace27@users.noreply.github.com>
Co-authored-by: GoldenAlpharex <58045821+GoldenAlpharex@users.noreply.github.com>
2023-02-08 02:31:00 +00:00
SkyratBot
0459e4a9e1 [MIRROR] Fix incorrectly passed biotype args in take_overall_damage [MDB IGNORE] (#19170)
* Fix incorrectly passed biotype args in take_overall_damage (#73203)

## About The Pull Request

The linters in #73202 revealed to me that `heal_overall_damage` was
overridden wrong in `carbon` and left out an argument, meaning that
plausibly some places that didn't provide an argument for `stamina`
probably had an off-by-one error with args and wouldn't apply them
properly.
I fixed that in that PR because it was using it. Then I noticed that the
same problem exists in `take_overall_damage` so I am fixing that too.

I don't know if this was linked to any actual bugs, but it might cause
some. They'd be hard to spot because it'd be for stuff like "a
shadowperson with a prosthetic takes damage to their prosthetic if not
in darkness" and probably nobody would even get into that situation let
alone notice to report it.

## Why It's Good For The Game

We want arguments to do what they are supposed to do.

## Changelog

🆑
fix: Biotypes will be more consistently applied when taking damage, pod
and shadowperson prosthetic limbs won't be corroded due to light levels.
fix: Podperson and Wooden Golem prosthetic limbs won't be corroded by
having a hungry tummy.
/🆑

* Fix incorrectly passed biotype args in take_overall_damage

---------

Co-authored-by: Jacquerel <hnevard@gmail.com>
2023-02-08 02:29:06 +00:00
SkyratBot
f07b8e0fee [MIRROR] Update gloves examine text [MDB IGNORE] (#19202)
* Update gloves examine text (#73265)

## About The Pull Request
Fixes https://github.com/tgstation/tgstation/issues/73240
<!-- Describe The Pull Request. Please be sure every change is
documented or this can delay review and even discourage ma
🆑 LT3
spellcheck: Gloves now mention modes, not intents
/🆑

* Update gloves examine text

---------

Co-authored-by: lessthanthree <83487515+lessthnthree@users.noreply.github.com>
2023-02-08 02:25:34 +00:00
SkyratBot
d149f83c94 [MIRROR] Fixes runtimes off bad indexes, and adding null to client images [MDB IGNORE] (#19204)
* Fixes runtimes off bad indexes, and adding null to client images (#73267)

It worked orange man

🆑
fix: Your hud should break much less now
/🆑

---------

Co-authored-by: Zephyr <12817816+ZephyrTFA@ users.noreply.github.com>

* Fixes runtimes off bad indexes, and adding null to client images

---------

Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@users.noreply.github.com>
Co-authored-by: Zephyr <12817816+ZephyrTFA@ users.noreply.github.com>
2023-02-08 02:23:43 +00:00
lessthanthree
12d989be4c [MANUAL MIRROR] Adds an Escape Menu (#19217)
* Adds an Escape Menu (#72906)

* suicide

---------

Co-authored-by: Mothblocks <35135081+Mothblocks@users.noreply.github.com>
2023-02-08 02:20:09 +00:00
SkyratBot
a74a354ebc [MIRROR] Adds a second boom wire to payload bombs. [MDB IGNORE] (#19196)
* Adds a second boom wire to payload bombs.

* Update code/game/machinery/syndicatebomb.dm

---------

Co-authored-by: Capsandi <38051413+Capsandi@users.noreply.github.com>
Co-authored-by: Tom <8881105+tf-4@users.noreply.github.com>
2023-02-08 02:19:56 +00:00
SkyratBot
341180e317 [MIRROR] Fixes admin "power failure" secret. [MDB IGNORE] (#19223)
* Fixes admin "power failure" secret. (#73277)

## About The Pull Request

- Fixes "power failure" secret not working.

`GLOB.the_station_areas` is a list of types, not list of areas.
This `as anything` was causing runtimes, as it was accessing values on
types, and not area instances.

Swaps it over to use `GLOB.areas` + location check that the areas are on
station Z level.

- Fixes "power failure" secret having no announcement if no grid check
has occurred

`GLOB.power_failure_message_cooldown` starts at 0, so it was always
lower than `world.time` if an admin uses it when no grid check has
occurred. Delving deeper, these should not have been linked whatsoever.

The power failure spam prevention is now tied to the grid check event
itself. I also don't believe it to be necessary, as we fixed discounts
having infinite stock, but I'll keep it just cause.

## Why It's Good For The Game

Secrets work as advertised

## Changelog

🆑 Melbert
fix: Admins, "All areas unpowered" in the secrets menu will now function
again.
/🆑

* Fixes admin "power failure" secret.

---------

Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
2023-02-08 02:17:27 +00:00
SkyratBot
6c8b61e723 [MIRROR] Capture The Flag: Skill Issue [MDB IGNORE] (#19224)
* Capture The Flag: Skill Issue (#72960)

## About The Pull Request

QoL update for CTF to make the experience better and smoother.

## Why It's Good For The Game

The CTF experience is a bit unpolished in some areas such as important
information (shield charge, control point score) being obscured,
mandatory hand switching on spawning, and players messing with their
team by blocking the controller.

## Changelog
🆑
qol: CTF guns spawn in the default active hand
qol: CTF shields become transparent as they lose charge
qol: CTF King of the Hill scores are visible to players in-game
qol: CTF controllers can no longer be blocked by players standing on
them
/🆑

* Capture The Flag: Skill Issue

---------

Co-authored-by: Thunder12345 <Thunder12345@users.noreply.github.com>
2023-02-08 02:16:57 +00:00
SkyratBot
84d003b4ab [MIRROR] more span macro changes in brain traumas and disease files [MDB IGNORE] (#19226)
* more span macro changes in brain traumas and disease files (#73273)

## About The Pull Request

i was fucking around with brain traumas on a downstream and noticed they
had similar issues to quirks so i decided to continue work from #73116

![Code_Klx14O288V](https://user-images.githubusercontent.com/116288367/217046732-765ffe27-73c9-416a-833e-e0d9e2aa7a86.png)
(search in VSC for span class = 'notice')
its going to be a bit of a thing to get all of these but this is a
decent chunk i think

there was only one annoying/tough file.
imaginary_friend.dm had class = 'game say' and class = 'emote' both of
which after some testing did not seem like they did anything. ill try to
keep that in mind in other files if i continue to do this but i either
omitted them because they didnt have any formatting or, in the case of
emote, turned it into name, which i think is what you'd want those
messages to look like.

there were also a few small spelling errors that i fixed

## Why It's Good For The Game

more consistent and stops people from copying brain trauma formatting
wrong

## Changelog

they should all work the same

---------

Co-authored-by: san7890 <the@ san7890.com>

* more span macro changes in brain traumas and disease files

---------

Co-authored-by: Sol N <116288367+flowercuco@users.noreply.github.com>
Co-authored-by: san7890 <the@ san7890.com>
2023-02-08 02:16:41 +00:00
SkyratBot
1c93bd94e1 [MIRROR] Sign/plaque contextual screentips and file reorganizing [MDB IGNORE] (#19227)
* Sign/plaque contextual screentips and file reorganizing (#73246)

## About The Pull Request

This PR adds contextual screen tips to signs and plaques based on the
held tool. Wrenches unfasten, and welders repair. Behaves the same with
plaques, but plaques also get a screentip for using a fountain pen on
them if they can be engraved. Also adds a tip to editable-item signs
with a pen out.
Tested to avoid issues with posters from cropping up, and it appears to
still behave correctly with paper posters, which are apparently a type
of sign. Go figure.

![image](https://user-images.githubusercontent.com/41715314/216807994-c2400fa0-77fa-48e9-8c2e-5c5ea660a1d8.png)

I've also reorganized the sign and plaque files to follow our more
standard object hierarchy of base type -> inherited procs -> subtype
specific procs, where these were interspersed throughout the file. I did
however leave the armor datums below the object, as they appear to
follow new convention.

## Why It's Good For The Game

Screentips avoid ambiguity and improve readability of construction. Easy
improvement.

Plus, improves consistency of the signs file layout-wise.

## Changelog

🆑
qol: Adds screentips to both signs and plaque construction/modification.
/🆑

* Sign/plaque contextual screentips and file reorganizing

---------

Co-authored-by: ArcaneMusic <41715314+ArcaneMusic@users.noreply.github.com>
2023-02-08 02:16:26 +00:00
SkyratBot
e7ecb022f0 [MIRROR] Fixes some redundant / incorrect messages w/ spontaneous combustion symptom [MDB IGNORE] (#19182)
* Fixes some redundant / incorrect messages w/ spontaneous combustion symptom (#73227)

🆑 ShizCalev
fix: Fixed some duplicated and incorrect messages being presented when
infected with a virus that has the spontaneous combustion symptom.
/🆑

* Fixes some redundant / incorrect messages w/ spontaneous combustion symptom

---------

Co-authored-by: ShizCalev <ShizCalev@users.noreply.github.com>
2023-02-08 02:15:44 +00:00
SkyratBot
2a13ce2b5b [MIRROR] Properly hides syndie crate keys from operative uplinks [MDB IGNORE] (#19183)
* Properly hides syndie crate keys from operative uplinks (#73218)

## About The Pull Request

United Surplus Crate Key had no flags, unlike United Surplus Crates, so
they appeared in Nuke Ops uplinks. This PR adds the proper flags to hide
them.

Future Improvement: It looks like something messes up uplink flags if an
admin removes your Traitor role and gives you Nuke Op or vica versa,
which can result you getting an uplink where you can not see either
role's unique gear, but I can not reliably replicate this, so for now
that has to wait for a future PR.

## Why It's Good For The Game

Fixes #72978

## Changelog

🆑
fix: United Surplus Crate Key is no longer visible in the nuke ops
uplink
/🆑

* Properly hides syndie crate keys from operative uplinks

---------

Co-authored-by: Profakos <profakos@gmail.com>
2023-02-08 02:14:59 +00:00
SkyratBot
93f76593e2 [MIRROR] Adds examine, balloon alert & screen tips for Meat Spike Frame [MDB IGNORE] (#19180)
* Adds examine, balloon alert & screen tips for Meat Spike Frame (#73126)

## About The Pull Request
- Examining a meat spike frame will tell how you can either deconstruct
it with an welding tool or add spikes to it with iron rods
- Examining a meat spike will tell you how to remove its spikes and how
to basically use it
- A balloon alert will pop up if you don't have enough iron rods to add
spikes to a meat spike frame
- Screen tips when holding the correct tool are displayed

## Why It's Good For The Game
New players don't have to wiki this and honestly i got confused the
first time i used it so there is that. More information basically

## Changelog
🆑
qol: examining a meat spike frame & meat spike will tell you about
itself
/🆑

---------

Co-authored-by: MrMelbert <51863163+MrMelbert@ users.noreply.github.com>
Co-authored-by: John Willard <53777086+JohnFulpWillard@ users.noreply.github.com>
Co-authored-by: san7890 <the@ san7890.com>

* Adds examine, balloon alert & screen tips for Meat Spike Frame

---------

Co-authored-by: SyncIt21 <110812394+SyncIt21@users.noreply.github.com>
Co-authored-by: MrMelbert <51863163+MrMelbert@ users.noreply.github.com>
Co-authored-by: John Willard <53777086+JohnFulpWillard@ users.noreply.github.com>
Co-authored-by: san7890 <the@ san7890.com>
2023-02-08 02:14:36 +00:00
Paxilmaniac
3bf1881cc3 Gives assault ops a proper antag prefs icon, one that isn't just the goldeneye disk (#19161)
* this is gonna look so cool

* oops

* ok that didnt quite work

* maybe we can keep the disk in the preview

* oh right dont give the previews ids

* yeah it really hates belt modsuits doesnt it

* updates the screenshot test
2023-02-08 02:14:15 +00:00
SkyratBot
8500d62b79 [MIRROR] Abductor scientist self-retrieve failure/runtime fix [MDB IGNORE] (#19179)
* Abductor scientist self-retrieve failure/runtime fix (#73172)

## About The Pull Request

Since the abductor outfit/implant would load before the abductor ship
(and it's teleport pad) when first generating a team, a runtime would
occur when trying to link the pad to the implant. Another would occur
every time you attempted to retrieve yourself (as the linked pad would
be null), preventing recall and completely neutering an abductor team's
most important maneuver.

Now, using the implant will perform the linking process again if no
linked pad is found, and provides the owner with a warning if (by some
great calamity) they genuinely have no pad to teleport back to. This
solves the issue of the implant sometimes not linking to a pad properly
on initialize, and makes them way less prone to breaking.

Apparently this has been broken for a while, presumably since the
abductor ship was made into a lazyloading template.
## Why It's Good For The Game

The funny silly grey men get to torture the poor hapless crew once
again.
## Changelog
🆑
fix: abductor scientist's retrieval implants will now properly recall
the owner, and inform them upon recall failure.
/🆑

* Abductor scientist self-retrieve failure/runtime fix

---------

Co-authored-by: Rhials <Datguy33456@gmail.com>
2023-02-08 02:11:13 +00:00
SkyratBot
561c328f3d [MIRROR] Fixes belts not updating their overlays when transferring their contents to another storage item. [MDB IGNORE] (#19195)
* Fixes belts not updating their overlays when transferring their contents to another storage item. (#73251)

## About The Pull Request

When you drag and drop a belt to another storage item it transfers all
its contents but retains its overlays. This PR calls update appearance
at the end of storage to storage transfers so this shouldn't occur
again.
## Why It's Good For The Game

Bug fix, belts appearing to have things on them which they don't is bad.
## Changelog
🆑
fix: Transferring objects from a belt to another storage object now
removes those objects from the belts visuals.
/🆑

* Fixes belts not updating their overlays when transferring their contents to another storage item.

---------

Co-authored-by: NamelessFairy <40036527+NamelessFairy@users.noreply.github.com>
2023-02-08 02:10:48 +00:00
SkyratBot
0e5fcad527 [MIRROR] Update Event: Tram Malfunction [MDB IGNORE] (#19189)
* Update Event: Tram Malfunction (#73118)

## About The Pull Request
We've had it for a couple months and from watching, making some tweaks
the parameters based on how it's worked out in the real world.
- Spread between min and max damage is reduced
- Event length decreased
- Calculates damage based on the mob's max health instead of static
value
- Lethality multiplier during event decreased
## Why It's Good For The Game
- Min damage and max damage were too low and too high, respectively for
mobs with 100 maxHealth
- Tram hits won't have those occurrences of it doing like 500 damage
- 15 minutes is too long, people forget it's even running. Better to
have shorter bouts of malfunction, potentially more often
## Changelog
🆑 LT3
balance: Tram Malfunction: Decreased spread between min and max damage
balance: Tram Malfunction: Event length decreased
balance: Tram Malfunction: Damage multiplier added to account for
different base health levels
balance: Tram Malfunction: Event collision lethality multiplier
decreased
/🆑

* Update Event: Tram Malfunction

---------

Co-authored-by: lessthanthree <83487515+lessthnthree@users.noreply.github.com>
2023-02-08 02:09:03 +00:00
SkyratBot
7de0538c94 [MIRROR] Fixes freezers locking automatically when closed. [MDB IGNORE] (#19194)
* Fixes freezers locking automatically when closed. (#73253)

## About The Pull Request

Took a little while to figure out what was going on, Freezers override
close() but never return true when they successfully close which results
in the code for locking the freezer being called right after closing it.
## Why It's Good For The Game

Fixes an oversight.
## Changelog
🆑
fix: Freezer no longer lock automatically when closed.
/🆑

* Fixes freezers locking automatically when closed.

---------

Co-authored-by: NamelessFairy <40036527+NamelessFairy@users.noreply.github.com>
2023-02-08 02:08:27 +00:00
SkyratBot
8763459ef6 [MIRROR] Fairy Grass Inhands [MDB IGNORE] (#19193)
* Fairy Grass Inhands (#73209)

<!-- Write **BELOW** The Headers and **ABOVE** The comments else it may
not be viewable. -->
<!-- You can view Contributing.MD for a detailed description of the pull
request process. -->
fixes #72549
## Changelog

<!-- If your PR modifies aspects of the game that can be concretely
observed by players or admins you should add a changelog. If your change
does NOT meet this description, remove this section. Be sure to properly
mark your PRs to prevent unnecessary GBP loss. You can read up on GBP
and it's effects on PRs in the tgstation guides for contributors. Please
note that maintainers freely reserve the right to remove and add tags
should they deem it appropriate. You can attempt to finagle the system
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the bat. -->

🆑 itseasytosee
imageadd: inhands for fairy grass tiles
/🆑

<!-- Both 🆑's are required for the changelog to work! You can put
your name to the right of the first 🆑 if you want to overwrite your
GitHub username as author ingame. -->
<!-- You can use multiple of the same prefix (they're only used for the
icon ingame) and delete the unneeded ones. Despite some of the tags,
changelogs should generally represent how a player might be affected by
the changes rather than a summary of the PR's contents. -->

* Fairy Grass Inhands

---------

Co-authored-by: itseasytosee <55666666+itseasytosee@users.noreply.github.com>
2023-02-08 02:08:14 +00:00
lessthanthree
31822af1c3 ssDecay doesn't destroy tram turfs (#19120)
tram tiles no ssDecay
2023-02-08 02:06:19 +00:00
SkyratBot
83e3915015 [MIRROR] Makes some improvements to how AI can use JPS with movement loops [MDB IGNORE] (#19151)
* Makes some improvements to how AI can use JPS with movement loops (#72685)

## About The Pull Request

This PR makes some changes to how JPS is used in movement loops, as it
was causing a variety of issues:

- Fixed some code where JPS would fail because the path is still being
made. Instead, the movement loop will now wait.
- Reduced the subsystem wait for the pathfinder subsystem from 2 seconds
to 0.1 seconds. @ LemonInTheDark told me that this is better, I'll update
this with a better explanation once I squeeze it out of him :D
- Allows you to provide an initial path to the movement loop, in case
you pre-calculated one while making a plan.

## Why It's Good For The Game

Makes working with JPS a bit easier when making AI.

---------

Co-authored-by: Capybara <Capybara@ CapybaraMailingServices.com>
Co-authored-by: Jeremiah <42397676+jlsnow301@ users.noreply.github.com>
Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@ users.noreply.github.com>

* Makes some improvements to how AI can use JPS with movement loops

---------

Co-authored-by: CapybaraExtravagante <110635252+CapybaraExtravagante@users.noreply.github.com>
Co-authored-by: Capybara <Capybara@ CapybaraMailingServices.com>
Co-authored-by: Jeremiah <42397676+jlsnow301@ users.noreply.github.com>
Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@ users.noreply.github.com>
2023-02-08 02:04:31 +00:00
Rimi Nosha
d95ca04819 [MODULAR] Fixes All Known Modular Persistence (NIF) Saving Issues (#19096)
* Fuck

* Holy shit
2023-02-08 02:01:25 +00:00
nevimer
bd94f41033 Manual Mirror: Converts inappropriate update_overlays -> update_appearance (#68315) (#18977)
Converts inappropriate update_overlays -> update_appearance (#68315)

IT DOESN'T DO ANYTHING
update_overlays is a helper proc, it returns a list of overlays to
add/track.
It doesn't update anything on its own.

(cherry picked from commit 50d5a80c61)

# Conflicts:
#	code/game/machinery/hologram.dm

Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@users.noreply.github.com>
2023-02-08 01:54:09 +00:00
candle :)
91f06a97d3 Small VoxPrimalis Fixes (#18944)
* fuck you i don't need to give you a fucking summary

* fixes
2023-02-07 20:51:04 -05:00
lessthanthree
8198e578ca [MANUAL MIRROR] Fix a merge skew on armor datums (#19212)
* Fix a merge skew on armor datums (#72909)

And also add a check grep to find it in the future

* fix linters

* damn youuuu

---------

Co-authored-by: Zephyr <12817816+ZephyrTFA@users.noreply.github.com>
2023-02-07 15:20:00 -05:00
SkyratBot
431ad4cb25 [MIRROR] correct the spelling of some limb disable messages [MDB IGNORE] (#19199)
* correct the spelling of some limb disable messages (#73260)

## About The Pull Request

fixes the spelling with an epic webedit

## Why It's Good For The Game

spelling uhh good

## Changelog
🆑
spellcheck: The message given when a limb is disabled has had its
spelling corrected.
/🆑

* correct the spelling of some limb disable messages

---------

Co-authored-by: Tom <8881105+tf-4@users.noreply.github.com>
2023-02-07 03:22:47 +00:00
SkyratBot
fd9ef31df2 [MIRROR] Fixes HUD elements not being set properly on Login() [MDB IGNORE] (#19198)
* Fixes HUD elements not being set properly on Login() (#73245)

* Fixes HUD elements not being set properly on Login()

---------

Co-authored-by: Kapu1178 <75460809+Kapu1178@users.noreply.github.com>
2023-02-06 22:19:22 -05:00
SkyratBot
5d73dcc11e [MIRROR] Cat Nuzzles [MDB IGNORE] (#19163)
* Cat Nuzzles (#73182)

## About The Pull Request
Fixes https://github.com/tgstation/tgstation/issues/72946

Cat still splats rats, nuzzles everything else, everything is okay in
the world.

![dreamseeker_evbIZr3ejw](https://user-images.githubusercontent.com/83487515/216530178-93b83d72-ae7c-4e07-92c1-0d4732ff2333.gif)

![image](https://user-images.githubusercontent.com/83487515/216531463-360e05d4-8b68-4aad-9353-41eb61cb3607.png)
## Why It's Good For The Game
Cat nuzzling broken is Against God and Nature

## Changelog
🆑 LT3
fix: Cats can nuzzle people
/🆑

* Cat Nuzzles

---------

Co-authored-by: lessthanthree <83487515+lessthnthree@users.noreply.github.com>
2023-02-06 13:29:57 +00:00
SkyratBot
904fd62499 [MIRROR] Improves the error message of inducer [MDB IGNORE] (#19162)
* Improves the error message of inducer (#73183)

## About The Pull Request

Now instead of saying "Error unable to interface with device" it says
"Error: unable to interface with device".

## Why It's Good For The Game

The message now sounds better

## Changelog
🆑
spellcheck: Added a ":" to inducer error message
/🆑

* Improves the error message of inducer

---------

Co-authored-by: SuperSlayer <91609255+SuperSlayer0@users.noreply.github.com>
2023-02-06 13:29:41 +00:00
SkyratBot
e2bf0ce7a3 [MIRROR] [WEBEDIT INCOMING] Corrects pluoxium and freon gasmix power ratios to their original values. [MDB IGNORE] (#19150)
* [WEBEDIT INCOMING] Corrects pluoxium and freon gasmix power ratios to their original values. (#73142)

## About The Pull Request
Changes pluoxium and freon powermix ratio to -1.
## Why It's Good For The Game
They were -1 before #69158. The PR stated there were no changes except
for the CO2 thing. It is extremely plausible it was an accidental change
during the refactor, as they were undocumented changes, while also
countering the point of the gases.
## Changelog
🆑
fix: Reverts accidental change to pluoxium and freon gasmix power ratio
values.
/🆑

* [WEBEDIT INCOMING] Corrects pluoxium and freon gasmix power ratios to their original values.

---------

Co-authored-by: Pickle-Coding <58013024+Pickle-Coding@users.noreply.github.com>
2023-02-06 13:29:15 +00:00
SkyratBot
cc51989bea [MIRROR] Tram Mk. IV hotfixes [NO GBP] [MDB IGNORE] (#19190)
* Tram Mk. IV hotfixes [NO GBP] (#73243)

## About The Pull Request
Fixes some little issues in
https://github.com/tgstation/tgstation/pull/73057

- tram doors only crush people if either emagged (100%) or
malfunctioning (15%)
- emag works on tram doors
- crossing signals use correct amount of power, increased brightness
- crossing signals and destination signs consume power when idle
- green static crossing signal shuts off when power lost
- left/right emag icons are swapped
- tram bench override shouldn't override all benches | Fixes
https://github.com/tgstation/tgstation/issues/73250
- reduced damage from tram door crushing (60 > 45)

## Changelog
🆑 LT3
fix: Fixed motion sensors on tram doors, they will now crush you much
less often!
balance: Reduced damage from being crushed by tram doors
code: Un-nested emag blacklist
code: emag works properly on tram doors
fix: Backwards tram door sparks animation
fix: Tram displays power consumption
fix: Tram crossing signals power consumption
balance: Increased brightness on tram crossing signals
fix: West Wing NW/SW and East Wing NE/SE crossing signals now shut off
when power is lost
fix: Tram benches don't override standard benches
fix: Reduced saturation and brightness of standard bench
/🆑

---------

Co-authored-by: Zephyr <12817816+ZephyrTFA@ users.noreply.github.com>

* Tram Mk. IV hotfixes [NO GBP]

---------

Co-authored-by: lessthanthree <83487515+lessthnthree@users.noreply.github.com>
Co-authored-by: Zephyr <12817816+ZephyrTFA@ users.noreply.github.com>
2023-02-06 05:04:52 -05:00
SkyratBot
4e56079d86 [MIRROR] Do not alert admins when an inert BoH is made [MDB IGNORE] (#19176)
* Do not alert admins when an inert BoH is made (#73185)

## About The Pull Request
Removes the `dangerous_construction` variable that was only used by the
BoH, as well as the admin message sent when an inert BoH was printed.

## Why It's Good For The Game
Since the bag of holding changes, admins don't need to know when an
inert BoH is printed.

## Changelog

🆑 Tattle
admin: Admins are no longer alerted when an inert BoH is printed
/🆑

---------

Co-authored-by: tattle <article.disaster@ gmail.com>
Co-authored-by: John Willard <53777086+JohnFulpWillard@ users.noreply.github.com>

* Do not alert admins when an inert BoH is made

* Update bluespace_design.dm

---------

Co-authored-by: tattle <66640614+dragomagol@users.noreply.github.com>
Co-authored-by: tattle <article.disaster@ gmail.com>
Co-authored-by: John Willard <53777086+JohnFulpWillard@ users.noreply.github.com>
Co-authored-by: Tom <8881105+tf-4@users.noreply.github.com>
2023-02-05 12:48:58 +00:00
SkyratBot
b794ffcc77 [MIRROR] literally just hook asay into tgui say [MDB IGNORE] (#19171)
* literally just hook asay into tgui say (#73212)

## About The Pull Request

pressing f3 now opens asay in tgui say
## Why It's Good For The Game

![john willard gets
banned](https://user-images.githubusercontent.com/12202230/216750445-addb4f3f-0df4-47da-891d-4ef4820a10ab.png)

also fixes double-escaped special characters caused by #72407 and
finally gets rid of the gross regular tgui input popup
## Changelog
🆑
fix: asays are no longer double-escaped
admin: asay now uses tgui say
/🆑

---------

Co-authored-by: Scriptis <scriptis@ duck.com>

* literally just hook asay into tgui say

---------

Co-authored-by: scriptis <scriptif@gmail.com>
Co-authored-by: Scriptis <scriptis@ duck.com>
2023-02-05 12:45:33 +00:00
SkyratBot
36bae270a0 [MIRROR] Fixes ghost roles announcing when they fail [MDB IGNORE] (#19175)
* Fixes ghost roles announcing when they fail (#73175)

## About The Pull Request

Fixes ghost roles from being announced if they haven't managed to get a
player to spawn as the mob. We do this by killing and returning when we
fail to spawn a player, while the ruleset isn't processing.

Also makes these rulesets FAIL by default, so they aren't secretly
passing events that don't exist.

## Why It's Good For The Game

Closes https://github.com/tgstation/tgstation/issues/38241
Players no longer get announced about events that aren't occurring, and
weren't intended to be played (like fake announcements), making actual
fake announcements actually fake.

## Changelog

🆑
fix: Announcements of ghost roles don't play if no one accepts the poll
to play as the role.
/🆑

* Fixes ghost roles announcing when they fail

---------

Co-authored-by: John Willard <53777086+JohnFulpWillard@users.noreply.github.com>
2023-02-05 12:44:24 +00:00
SkyratBot
05b494e15e [MIRROR] Station traits won't roll twice [MDB IGNORE] (#19177)
* Station traits won't roll twice (#73174)

## About The Pull Request

Station traits can't roll twice in the same round.
They currently have blacklist for traits that can't roll together, this
makes them not roll with themselves too.

## Why It's Good For The Game

Closes https://github.com/tgstation/tgstation/issues/61873
Station traits are not made with rolling twice in the same round in
mind, and is just a waste of trait points, or will just be annoying
(like in the issue report's case)

## Changelog

🆑
fix: There will no longer have 2 of the same station trait roll twice in
the same round.
/🆑

* Station traits won't roll twice

---------

Co-authored-by: John Willard <53777086+JohnFulpWillard@users.noreply.github.com>
2023-02-05 12:43:22 +00:00
SkyratBot
6fb8833319 [MIRROR] Smugglers satchels will no longer spawn inside the holodeck. [MDB IGNORE] (#19141)
* Smugglers satchels will no longer spawn inside the holodeck. (#73164)

## About The Pull Request

Once the holodeck is activated the floors become un-removable thus
rendering smugglers satchels in-accessible, I'm pretty sure its
unintended to place smugglers satchels on the holodeck as the turfs it
uses don't allow for any player interaction.
I also got rid of some single letter variables.
## Why It's Good For The Game

Placing things that are intended to be accessed in inaccessible
locations seemed like an oversight to me.
## Changelog
🆑
fix: Smugglers satchels will no longer spawn inside the holodeck.
/🆑

* Smugglers satchels will no longer spawn inside the holodeck.

---------

Co-authored-by: NamelessFairy <40036527+NamelessFairy@users.noreply.github.com>
2023-02-04 16:44:12 +00:00
SkyratBot
e8b6c7da8f [MIRROR] Replaces some decisecond things with time defines in martial art code [MDB IGNORE] (#19155)
* Replaces some decisecond things with time defines in martial art code (#73191)

## About The Pull Request

Replaces some decisecond things in martial art code with time defines

## Why It's Good For The Game

Improves code readability

## Changelog
🆑
code: Replaces some decisecond things in martial art code with time
defines
/🆑

* Replaces some decisecond things with time defines in martial art code

---------

Co-authored-by: SuperSlayer <91609255+SuperSlayer0@users.noreply.github.com>
2023-02-04 16:42:22 +00:00
SkyratBot
0a0e1684a6 [MIRROR] Deletes Rapid_melee on wendigo [MDB IGNORE] (#19153)
* Deletes Rapid_melee on wendigo (#73189)

Deletes Rapid_melee on wendigo.
Currently Wendigo has a rare chance (or maybe some weird trigger that I
was only rarely able to activate) of activating rapid_melee, causing it
to attack 8 times per second. I don't think Wendigo doing 224 damage to
someone wearing Ash Drake armor is intended so I think it's safe to say
this is an unintended bug.

* Deletes Rapid_melee on wendigo

---------

Co-authored-by: Xander3359 <66163761+Xander3359@users.noreply.github.com>
2023-02-04 16:42:02 +00:00
SkyratBot
5dbd1e74d4 [MIRROR] Uplink failsafe explodes on demand [MDB IGNORE] (#19156)
* Uplink failsafe explodes on demand (#73178)

## About The Pull Request
Fixes https://github.com/tgstation/tgstation/issues/73144
## Why It's Good For The Game
It should explode when you say the codeword.
## Changelog
🆑 LT3
fix: Uplink failsafe explodes when its supposed to
/🆑

* Uplink failsafe explodes on demand

---------

Co-authored-by: lessthanthree <83487515+lessthnthree@users.noreply.github.com>
2023-02-04 16:41:25 +00:00
SkyratBot
f21be68f20 [MIRROR] Disks don't delete eachother & Grammar fix [MDB IGNORE] (#19160)
* Disks don't delete eachother & Grammar fix (#73173)

## About The Pull Request

CtrlShift LMB screentip key now says you'll remove the disk instead of
the drive, to be more accurate to what it does. Also checks for a disk
when you try to add a new one in, preventing new disks from deleting the
old by swapping disks instead.

## Why It's Good For The Game

Bug fixes for feature freeze, swag
Adds a better description and prevents the deletion of disks.

## Changelog

🆑
fix: Computers no longer delete disks if you try to add a second one.
spellcheck: Computer screentips says you're now removing the disk
instead of the SSD.
/🆑

* Disks don't delete eachother & Grammar fix

---------

Co-authored-by: John Willard <53777086+JohnFulpWillard@users.noreply.github.com>
2023-02-04 16:40:52 +00:00
SkyratBot
03e584ad64 [MIRROR] Makes arms regrown by the Rod of Asclepius the correct color [MDB IGNORE] (#19159)
* Makes arms regrown by the Rod of Asclepius the correct color (#73152)

## About The Pull Request

When an arm holding an activated Rod of Asclepius is cut off, the arm
grows back with the rod held in it. However, due to an oversight, the
arm that grows back is always the "default" color - the albino skintone
for humans/felinids, and grey for everyone else. This PR makes the
regenerated arm have the proper skintone instead.
## Why It's Good For The Game

There's no good reason that a magical doctoring rod should drain all
color from your arm, probably.
## Changelog
🆑
fix: Corrected the skintone on arms grown back by the Rod of Asclepius
/🆑

* Makes arms regrown by the Rod of Asclepius the correct color

---------

Co-authored-by: lizardqueenlexi <105025397+lizardqueenlexi@users.noreply.github.com>
2023-02-04 16:40:17 +00:00
SkyratBot
7b5cef7492 [MIRROR] Moths can't eat indestructible items [MDB IGNORE] (#19158)
* Moths can't eat indestructible items (#73171)

## About The Pull Request

Prevents mothmen from eating indestructible clothings like the advanced
magboots

## Why It's Good For The Game

Closes https://github.com/tgstation/tgstation/issues/66923 and makes
indestructible items not be destructible through the power of your damn
mouth.

## Changelog

🆑
fix: Moths can no longer eat indestructible items (like the CE's
magboots)
/🆑

* Moths can't eat indestructible items

---------

Co-authored-by: John Willard <53777086+JohnFulpWillard@users.noreply.github.com>
2023-02-04 16:39:55 +00:00
SkyratBot
52336eb893 [MIRROR] Adds arrivals to the station [MDB IGNORE] (#19157)
* Adds arrivals to the station (#73186)

## About The Pull Request

Arrivals previously wasn't part of GLOB.the_station_areas because it
wasn't a unique area, this fixes that

## Why It's Good For The Game

Arrivals is part of the station and is a unique area, their area flags
should reflect that.

## Changelog

🆑
fix: Arrivals is now part of the station's areas.
/🆑

* Adds arrivals to the station

---------

Co-authored-by: John Willard <53777086+JohnFulpWillard@users.noreply.github.com>
2023-02-04 16:39:15 +00:00
SkyratBot
61df175fea [MIRROR] Removes friendly fire from space dragon [MDB IGNORE] (#18998)
Removes friendly fire from space dragon (#72990)

## About The Pull Request

Space dragon fire breath no longer oneshots allied space carps, now it
doesn't damage them at all. Carps that aren't dragon minions are
unaffected.

Closes https://github.com/tgstation/tgstation/issues/72985

## Why It's Good For The Game

It is fun to play as a dragon's carp minion, but it is very hard to
normally work in a team with the dragon due to the fact that dragon's
fire breath oneshots you. This PR makes playing as a dragon's carp more
sane and allows carps to actually defend the carp rifts as they should,
while not being instakilled by their master.

## Changelog
🆑
balance: Space dragon fire breath no longer damages allied space carps
/🆑

---------

Co-authored-by: SuperSlayer <91609255+SuperSlayer0@users.noreply.github.com>
Co-authored-by: ShizCalev <ShizCalev@users.noreply.github.com>
Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
2023-02-04 01:11:33 +00:00
lessthanthree
224e8ef3f6 [MANUAL MIRROR] Fixes plasmamen dying from liver damage when consuming plasma (#19074)
Fixes plasmamen dying from liver damage when consuming plasma & other organic toxins, fixes plasma fixation for plasmamen and other species (#72644)

## About The Pull Request

(edited for brevity---AS BEST I COULD, this turned into a lot more fixes
than I set out to do)

Instead of actually removing and metabolizing plasma in the liver,
plasmamen were having plasma removed in a special handle_chemicals proc.

The issue with this is that the liver's on_life proc would still fire
off alongside it, detecting reagents in the mob (because
handle_chemicals removes them little by little, at the same rate as the
liver does). And because the liver code sees it as a toxin, it takes
damage until it fails, leading to death as described in #72229.

Not actually metabolizing plasma also led to another issue, as mentioned
in #61424.

The solution after much faffing around ended up being to move the actual
reagent removal from handle_chemicals to the liver code, and to compare
a toxin's affected_organtype to the liver's 'status' var to check if the
toxin can damage the liver. There was currently only an ORGAN_ORGANIC
and ORGAN_ROBOTIC defined for this, so I added ORGAN_MINERAL for plasma
livers.

It still works as before, but now the reagent will actually get all the
metabolism procs called on it and be removed by the liver. And mobs with
mineral livers (currently only plasmamen) do not suffer organ failure
from processing organic toxins.

Plasma fixation itself also needed some TLC, as it was likely written
before liver damage was a thing. A lot of this comes down to rogue
livers operating independently of their species now that I think about
it...

Fixed it so you no longer take liver damage from injected/consumed
plasma when under the effects of the stage 4+ virus by making use of the
new PLASMA_LOVER_METABOLISM liver trait.

---

On top of that made it so that breathing in plasma through internals
also contributes to plasma fixation healing. This is a slight buff to
virology (especially for plasmamen) but it didn't seem busted or
anything from my testing. Can lead to some interesting subtle approaches
to healing for virologists as they can use internals rather than just
flooding rooms with plasma...

Some notes: 

- due to the way lungs are coded, non-plasma breathing species take a
significant amount of tox damage from breathing plasma through internals
in most cases and still need the right gas to be present so as to not
asphyxiate.
- During my testing this damage did not get healed fast enough to make
it viable for humans to wear plasma internals as found in spawned tanks
and such.
- I did not play around with creating custom internals mixes of O2 and
plasma but in theory that could possibly allow humans to heal faster
than the tox damage is applied. I think the tox damage on breath is
based on the amount of mols in the tank so perhaps a small amount of
plasma in the mix could work.
- As it stands the heal is very slight at 4kpa which is the typical tank
pressure for plasma internals. Going up to 15kpa can result in a
stronger heal (on par with injecting plasma) but going further offers no
additional benefit, and internals will be consumed much more quickly.
- This heal bonus is multiplicative with the rest, but from my testing
it still stays within reasonable numbers even with all 3 sources going
at once so as to not feel broken.
- Plasma fixation does not heal organ damage, but if I could add that in
easily enough should it be wanted.

The numbers themselves can be easily tweaked if desired, should people
find it too strong or what have you!

## Why It's Good For The Game

Fixes #72229
Fixes #61424
Fixes #70460 --not sure if this PR fixed it but I was able to infect
monkeys and plasmamen with a virus containing Inorganic Biology in my
testing, so this may be closed

Plasmamen dying from plasma is a travesty and reparations must be made.


## Changelog

🆑
fix: plasmamen no longer can suffer liver failure from injecting
themselves with plasma (unless they have a human liver for some reason).
fix: a person who is infected with a plasma fixation disease can no
longer can suffer liver failure from injecting themselves with plasma.
fix: plasmamen no longer can suffer liver failure from consuming other
organic toxins, which they are not supposed to be affected by.
fix: plasma fixation heal-through-inject-or-consumption now works for
plasmamen by letting the metabolism procs take care of removing it from
their systems.
fix: hot ice now has the same wound-healing and nontoxic properties as
plasma to plasmamen, since it is described as "frozen plasma". It is
also nontoxic to plasma fixation virus sufferers.
fix: plasma breathed through internals now contributes to the healing
amount from plasma fixation.
/🆑

Co-authored-by: Bloop <vinylspiders@gmail.com>
2023-02-03 20:01:55 -05:00